I just recently got back into ZBrush, and have been trying to apply UVs to an existing ZTool. Despite following tutorials precisely, the normal maps I export out of ZBrush always have a sort smoothing error on each individual polygon. It almost looks like each polygon's UV coordinates are flipped or rotated, not so much…
I have uvw mapped by model, unwrapped it and got everything scaled and situated. I went to textporter to unwrap the mesh and it did something I haven't seen before: For some reason it's only grabbing a small portion of the whole map. Like it's zoomed in on the map. I have just mark overlaps and backface cull unchecked. Has…
thankyou , what I usually do to correct distortion at poles when I work on equirectangular maps is to use hugin then I shift poles , export map , work on poles in z projection , reimport and redistort to equirectangular then I stich to original equirectangular. But I am not expert with this tool so I dunno how to adapt to…
"Without it, dark edges around the hole were visible on the normal map." Just for the record, the normal map should show color changes (if there is smoothing to counteract). Obviously, it has an easier job when the smoothing is more uniform. The mesh you use for baking (generally) should be the mesh you export, at least in…
Nevinvex: That did get rid of the random gaps but now I'm getting the problem that came with texport. I'm missing an edge that is very important. Any idea how I can get that one? TSM: That is a very good idea... I'm definatly going to use that in the future and also if I can't get this template to export how I want it to.…
Correct me if I am wrong but the main idea that he is showing is this: 1. Instead of laying down your brick/tile pattern on the "destructive" 2.5 canvas you export them using a lower subdiv level to a 3D program where you can use the grid to lay down your patterns. 2. Export back into Zbrush and turn the subdiv. on and do…
See gifs below, My lowpoly faces are somehow baked onto the normal map when using Xnormal, and are showing up in Marmoset Toolbag 3. I was wondering if anybody knew how to fix this. When I use the "use average normals" setting when exporting in sbm or in xnormal itself the result is fine. (Which is not a problem in this…
I checked with xNormal and there is definitely something wrong with my blender cage files, it says the vertex index doesn't match. Are there any blender experts that can tell me what I've done wrong - something in the obj export settings I could've got wrong perhaps? I don't recall having this problem when baking from my…
Max's viewport shading is broken too. The only viewport that matters is your target engine forget about the rest. I am not an expert in CryEngine, so I can't say exactly what the issue is, but again, it looks to me as a mesh issue and not a baking issue. My guess is that you are exporting your model with 1 set of normals…